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.kju

PROPER projects - game tweaks of all sorts

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Great work on the mod! I'm using Vegetation_Low_Visuals_R_PROPER. I combined it with turning Terrain Detail to Very Low and am also using SAP Clutter. If that combination doesn't make sense for any reason, please let me know.

Even with the above, IMHO, there's still too much vegetation in A2 and I really don't like the look of any of it. Maybe you could come out with the "Chernarus - Smooth as a Cue Ball" mod and then I could finally SEE what the hell I'm doing. :D

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Great work on the mod! I'm using Vegetation_Low_Visuals_R_PROPER. I combined it with turning Terrain Detail to Very Low and am also using SAP Clutter. If that combination doesn't make sense for any reason, please let me know.

Even with the above, IMHO, there's still too much vegetation in A2 and I really don't like the look of any of it. Maybe you could come out with the "Chernarus - Smooth as a Cue Ball" mod and then I could finally SEE what the hell I'm doing. :D

Hm on very low terrain level i have no grass at all, do you have?

@ Mad-h

Please read again Report bad models.

Do you mean i have to upload a mission? Isn't that enough that i have the same issues as cionara, with the same building? Well maybe i should test it with other builings, but i think it's the same, since that lod doesent meant to be used while the player is inside the building. Ok lets just say that it is the same with buildings that have interiors...

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Great Work Kju with the Proper_Low Visuals, I can get around 10FPS more with the mod and the graphics look better, keep up your stellar work. :yay:

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hmm..can anyone else walk thru trees with this mod ?...1.04..is this why u get a 10FPS boost ?

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Yeah was going to say I've noticed that all trees and fallen logs can be walked through, I'm using the low replacement. Don't know if this is because the distance lods don't have a physical presence or not, they seem to stop bullets but I'm not 100% sure.

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Where do you people get that old version? kju should really change the links to the new one...

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Yeah was going to say I've noticed that all trees and fallen logs can be walked through, I'm using the low replacement. Don't know if this is because the distance lods don't have a physical presence or not, they seem to stop bullets but I'm not 100% sure.

Its possible even without kyus mods. With original unmoded game. It happens to me in multiplayer though. SP is fine.

Could somebody tell me where can I download bisign keys? I cant play multiplayer with proper mod. But it gives me 10fps more.

Edited by evilfury

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These addons are great! Thanks to them I can actually play Arma 2 on my ancient rig (AMD Athlon 64 X2, 3800+ (@2ghz), 2GB ancient DDR, 8600 GT 512MB). I've tried both the Very Low and the Low versions (of both the buildings and vegetation stuff). Most of my settings are on Low anyway, except I can't stand Object Detail on less than Medium since that makes all the soldier/vehicle models LOD waaaay too close.

My two complaints: 1) Trees Very Low.pbo makes certain trees 2D, even when standing right next to them. You can see a whole slew of these trees on the beach between Komarovo and Balota - usually these are thick and nice for cover. They're still there, they just....don't look very nice. If these particular trees could be fixed, that'd be great! The other visual oddities (such as certain clutter having a 2D decal for a bit too long) isn't gameplay breaking in any way. I can "fix" this by having the rest Very Low and leave the trees as Low, but the trees are generally the biggest FPS eaters, so....

2) Both buildings low and very low make the cow shed-type buildings (ex. Mogilevka, 076101) completely unusable: they basically remain in a very low LOD even when entering. In Low, you can see the iron railings etc. inside, but in Very Low you can see through the walls etc (like no-clipping into a non-enterable building) when you manage to find the door. In both cases there's no animation etc. for the doors and you sort of have to guess where to enter. Problem is, the cow shed is a part of the largest pbo file (buildings2.pbo), otherwise I could've chosen not to load it.

Aside from this, this addon is excellent! If someone could tell me how to fix the two complaints above, I can be on my merry way. Apologies if this has been mentioned before/is not within the scope of this project.

Regards,

Wolfrug

Edited by Wolfrug

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Does anyone play online with these mod? I keep getting kick out due to using it. I copied proper.bikey in my key folder and it doesnt work.

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Does anyone play online with these mod? I keep getting kick out due to using it. I copied proper.bikey in my key folder and it doesnt work.

The bikey is only for servers. What you need as a user is a pboname.ofpec-tag.bisign file in the same folder as the PBO itself

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And remember that not all servers will allow it anyway. But maybe they could be convinced if you asked.

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Please try GDT Mod Plants by HeinBloed and give him feedback. :)

Well I must say that whit your 2 mods.

PROPER - Buildings Tweak Visuals - Low

PROPER - Vegetation Tweak Visuals - Low

I dont get any notic in my FPS I dont know if i ned to have more than those 2. But if i combine it whit GDT Mod I have some of 10 FPS and it loads the world much fast when i flush my memory.

I dont know if I can combine those 2.

I will try just the GDT mod and tjeck that by it self.

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Does anyone play online with these mod? I keep getting kick out due to using it. I copied proper.bikey in my key folder and it doesnt work.

I used to use the low veg mod online, but since the best serers(ping/players wise) do not allow this mod i had to say goodbye to my great fps boost. There are servers though that have no mod restrictions, you just have to search. It more likely be a high ping low populated server, with people who does not speak english at all. :p

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Updated first post:

Various gameplay, visuals and sound tweaks out. Make sure to read

the readme for each and check the demo images

Also signed versions of the object drawing distance tweaks are finally available.

---

There will be a 'final' release of the 'reduced model complexity' tweaks the coming

days. Without more detailed feedback I will make the vegetation pack based

on Lee_H._Oswald suggestion.

Unfortunately only Medicus has reported three types of buggy buildings. Without

more detailed information, no more fixes will be added.

Edited by kju

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Whoow kju good job.

But this is so big i have no clue what to do with this all.

Can you explain it a little? I don't know where to start reading.:butbut:

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Thanks Kju for all the tweaks!

Is there a way to make the compass smaller so it can be left on screen all the time? Its not unrealistic, i have a compass on a watch band i use for diving and bush walking.

Edited by Nazul

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Open that pbo, modify it and repack it.

x and y are for position. Size is scale.

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Has anyone tested if there are "fps killer" buildings in A2?(like the orange trees)

It would be nice to know if the higher LODs could be used for them without much LOD changing ingame.

MfG Lee

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Thanks for all Proper tweaks!

Just wonder why you didnt make a page like wiki Proper:Mod for ArmA? Imho you get a better overview and you are faster instead of clicking: on readme, on <propertweak>addon, on bisign.

Wouldnt it be more userfriendly if you make a "A2_ProperTweak_Pack" incl. all addons, bisigns and one readme + images? :idea:

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After all the point is that you are do choose what you like.

Sign files are not needed most of the time anyway (SP or server not having added the key).

The readme should be possible to view online via the browser.

Once Sickboy has fixed the display, it will look good.

That said, you and anyone else is welcome to make packs, add them to the wiki page or

more. There is a reason for using an open wiki. :)

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Hm so how is it different to the a2 PROPER wiki page?

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A2 ProperDH is with registration, bit unsorted/plain and with more clickclick (to get infos and downloads).

A1 Properwiki much better overview and easier to use.

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